View Full Version : Character build for KOTOR: The Sith Lords


Mongerman
Sat, 16th Sep '06, 4:12am
Has anyone tried a fighter/mage type of character? Considering that all characters have their attack bonus advancing at the same rate, it seems feasible to build a consular/weapon master. 10 str, high dex and wisdom. dueling, finesse and light sabre spec as main feats. The consular side should give more then enough force points and powers as well. Any opinions?

Sir Fink
Sat, 16th Sep '06, 8:05am
There are many things I didn't like about KOTOR2. One of those was how easy the game is. The sad truth is, you could build any character and breeze through the game with little or no challenge.

I put a lot of thought into building my character: where to put skill points, what force powers to take, and was disappointed to find that it really didn't matter.

Mongerman
Sat, 16th Sep '06, 1:19pm
You could download some mods...there has been several that increases the difficult

Will
Sun, 17th Sep '06, 4:41pm
I went through the game with little to no difficulty with a light side Sentinel 15/Weapon Master X. The Sentinel provides a solid base with immunities and loads of skill points (more important than in the first one; a lot of your party members' interactions had skill prerequisites for the main character) and the Weapon Master provides extra lightsaber muscle and dual wielding feats.

I am considering taking a charismatic and wise jedi consular 15/Jedi Master X through, using both dark and light side powers (going light for the better stat bonuses and, well, because I like Mira <3 ). An alternative would be a single wielding Guardian 15/Sith Lord X for all out bunny hopping, force choking, lightning blasting mayhem. I never find playing evil in the KOTOR games very satisfying, though. Hmm...

As for the low difficulty, look on the bright side; at least it frees you up to compile the team you like best without worrying how it will make things difficult. The KOTOR games are more a cinematic experience than anything and I simply enjoy the stories.

Enagonios
Tue, 19th Sep '06, 5:24am
I used the build you're describing on my last run-through. LS Consular/Weaponmaster with high dex and wis and attacking with master flurry. Strength upgrades are easy to come by in the form of sith gauntlets or destroyer/dominator gauntlets and LS wis-boosting items are extremely overpowered. After a certain point I could actually have gone solo very easily. I cut through Trayus Academy like butter.

chevalier
Sat, 21st Oct '06, 11:22pm
I played a Light Side Consular/Jedi Master hacking stuff into pieces in melee. :rolleyes: If I cared, I spammed out Waves etc on perma-Force-Potency (I had some 700 force points IIRC). My AC was around 50. Or more. Don't remember.

Consular/Weaponmaster would probably be the best for what you want, though. You won't get the bonuses of Jedi Master, but you'll have a lot of force points on your Weapon Master, missing just on Lightsabre Specialisation for +2 dmg that doesn't make difference.

The Shaman
Sun, 22nd Oct '06, 12:40am
First time I went for sentinel-weaponmaster and it just didn't feel like a challenge... Ok, I reloaded once against Nihilus, everything else was buff-kill-buff. Didn't use half the styles - stuck with Makashi in later parts, now that I think about it with high+ saves the Juyo penalty is a moot point.

Second LS try was a consular/master. Oh boy... wave or storm, doesn't matter much. He could stun and hack or just blast away. A fighter/mage would be a consular/ WM or a guardian/master, and I'd advise for the first one. You won't have a hard time with a consular, as in the second game all classes have full BAB (all jedi classes seem to, at least). Plus, the weaponmaster bonuses seem better than the master ones.